﻿using Actors;

namespace GameStates
{
    public abstract class CharacterAnimationStates : State
    {
        protected Character m_Character;
        
        public virtual void Initialize(Character character)
        {
            m_Character = character;
        }
    }
    
    public class CAS_Idle : CharacterAnimationStates
    {
        public override void OnEnter()
        {

        }

        public override void OnExit()
        {
            StatePool.Return(this);
        }
        
    }
    
    public class CAS_Move : CharacterAnimationStates
    {
        public override void OnEnter()
        {

        }

        public override void OnExit()
        {
            StatePool.Return(this);
        }
        
    }
    
    public class CAS_Jump : CharacterAnimationStates
    {
        public override void OnEnter()
        {

        }

        public override void OnExit()
        {
            StatePool.Return(this);
        }
        
    }
    
    public class CAS_Fall : CharacterAnimationStates
    {
        public override void OnEnter()
        {

        }

        public override void OnExit()
        {
            StatePool.Return(this);
        }
        
    }
    
    public class CAS_Land : CharacterAnimationStates
    {
        public override void OnEnter()
        {

        }

        public override void OnExit()
        {
            StatePool.Return(this);
        }
        
    }
}